Opengl tagged stories
What is the relationship between SGI and Khronos Group?
The Open Toolkit is an advanced, open-source C# OpenGL/OpenAL/OpenCL wrapper. It is fast, easy to use and is compatible with all .Net/Mono languages (C#, VB, C++, F#, Boo) and all major platforms (Windows, Mac OS X, Linux, BSD, Solaris, iPhone/iPad). This release introduces a NSIS-based installer for Windows, an improved build system and various documentation and stability fixes. Users of previous versions are strongly encouraged to upgrade. Downloads available here. With the 1.0 release imminent, the Open Toolkit is actively looking for packagers and maintainers for various platforms. If you are interested in creating a package for a specific platform please contact “the_fiddler” on http://sourceforge.net or create an issue report on http://www.opentk.com.
One of Mozilla's Principal Engineers, Vladimir Vukicevic originally wrote the Canvas3D extension, which was a precursor to the WebGL work. Fairly wide support for the HTML5 Canvas element by modern browsers, along with increasing support for OpenGL ES by various hardware drivers, lead us to conclude that the time was right for a 3D drawing context within the HTML5 Canvas element.
The new ATI FirePro V8800, the workstation equivalent to the Radeon HD 5870, provides 1600 stream processors for more than double the computational power of it's predecessor (V8750) - 2.6 Teraflops!, 2GB GDDR5 RAM, 4 Display Port outputs, Stereo3D, CrossFire Pro support, and Windows & Linux drivers. For this new FirePro line, AMD is strongly emphasizing support for OpenGL 4 and OpenCL open standards. Performance reviews are already out from HotHardware and most notably 3DProfessor. General consensus is: performance at a completely new level.
NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:
- ARB_texture_compression_bptc – provides new texture compression formats for both fixed-point and high dynamic range floating-point texels.
- EXT_shader_image_load_store - allows GLSL- and assembly-based shaders to load from, store to, and perform atomic read-modify-write operations to texture images.
- EXT_vertex_attrib_64bit - provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs.
- NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
- NV_gpu_program5 - provides assembly programmability support for new hardware features provided by NVIDIA’s OpenGL 4.0-capable hardware in vertex, fragment, and geometry programs.
- NV_tesssellation_program5 - provides assembly programmability support for tessellation control and evaluation programs.
- NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5 and GLSL 4.00. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector integer data types, and more. Additionally, it allows patches (as used in tessellation) to be passed on to the geometry shader, used as input to transform feedback, and rasterized as a set of control points.
- NV_shader_buffer_store – extends the bindless graphics capabilities of the NV_shader_buffer_load extension. This extension provides the ability to store to buffer object memory, and to perform atomic read-modify-write operations, using either GLSL- or assembly-based shaders.
The official feedback thread is available in the OpenGL Discussion Forums. The drivers and extension documentation can be downloaded from http://developer.nvidia.com/object/opengl_driver.html
GLC_lib is a C++ library for high performance 3D application based on OpenGL. GLC_lib 2.0 can handle very large DMUs (Digital MockUps) to create fast free multi platform OpenGL 3D viewers. Some of the new features include: Frustum Culling with OpenGL frustum Plane extraction; space partitioning using Octree; ability to save all supported 3D Formats in a 3DXML ASCII V4; built in 3DWidget; built in Plane sectioning with easy and powerfull manipulation tools. Supported file formats include COLLADA, 3DXML ASCII V3 and V4, OBJ, 3DS, STL (ASCII and binary), and OFF and COFF.
Okino Computer Graphics announced that its long standing 3D DCC/Animation/Skinning and CAD/MCAD/Architectural conversion software PolyTrans-for-3ds-Max (for 3ds Max 2011 & 3ds Max Design 2011), and PolyTrans-for-Maya (for Maya 2011), are now fully qualified and shipping to customers. Self proclaimed the defacto standard for conversion between visualization packages, and with good reason. Included in the many conversion formats are our two favourite: COLLADA and OpenGL C Code.
Using OpenCL to manipulate OpenGL objects has important advantages: the GPU is usually faster and data transfer from Host memory to Device memory is kept to a minimum. CMSoft OpenCL/GL interop tutorial shows detailed implementation of circular wave interference simulation using CL/GL interop, including commented source code available for download.
CMSoft brings a versatile and useful tool, Marching Cubes, adapted to GPU acceleration using OpenCL. Sample source code is available. Marching Cubes is an algorithm used in a very wide range of applications, including Medical visualizations such as CT and MRI scan images; Special 3D effects and 3D modelling of metaballs or metasurfaces: Analysis of oil reservoirs in the oil and gas industry and Reconstitution of surfaces whose data has been acquired through seismic methods.